• Title/Summary/Keyword: 3D game image

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A Synchronized Playback Method of 3D Model and Video by Extracting Golf Swing Information from Golf Video (골프 동영상으로부터 추출된 스윙 정보를 활용한 3D 모델과 골프 동영상의 동기화 재생)

  • Oh, Hwang-Seok
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.61-70
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    • 2018
  • In this paper, we propose a synchronized playback method of 3D reference model and video by extracting golf swing information from learner's golf video to precisely compare and analyze each motion in each position and time in the golf swing, and present the implementation result. In order to synchronize the 3D model with the learner's swing video, the learner's golf swing movie is first photographed and relative time information is extracted from the photographed video according to the position of the golf club from the address posture to the finishing posture. Through applying time information from learners' swing video to a 3D reference model that rigs the motion information of a pro-golfer's captured swing motion at 120 frames per second through high-quality motion capture equipment into a 3D model and by synchronizing the 3D reference model with the learner's swing video, the learner can correct or learn his / her posture by precisely comparing his or her posture with the reference model at each position of the golf swing. Synchronized playback can be used to improve the functionality of manually adjusting system for comparing and analyzing the reference model and learner's golf swing. Except for the part where the image processing technology that detects each position of the golf posture is applied, It is expected that the method of automatically extracting the time information of each location from the video and of synchronized playback can be extended to general life sports field.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

A Study on Analysis of Color characteristic of On-line of Game Play Image of according to the Users (온라인 게임 플레이영상의 이용자에 따른 색채 특성 분석 연구)

  • Jang, Hyun-Joo;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.399-404
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    • 2017
  • If game images use colors improper for certain ages, the characteristics of games disappear, and the efficiency of image expression drops. thus a study in color is very important. Nevertheless, there is a lack of research on this subject. In this study, we investigated the difference of color of game images according to users. User group is divided into all users and users over 18 years old. Among the rank of games,10 each from games for all ages and games for non-teen-rated are selected, and the game-playing images are taken as snapshots to have 100 each images each, A total of 2000 images were extracted and the mean values of RGB and HSB of each game were obtained and independent sample t test was performed. The results showed that the RGB color values between the two users were significantly significant. In the future, it is expected that it will be helpful in color selection when developing psychotherapy games and emotional games using color psychology. Furthermore, we will use color image scales to express colors as adjectives, analyze colors in a variety of ways, and investigate the difference in color of game images in each country.

The Flight Data Measurement System of Flying Golf Ball Using the High Speed CCD Camera (고속 카메라를 CCD 이용한 비행골프공의 데이터 측정 시스템)

  • Kim, Ki-Hyun;Jo, Jae-Ik;Yun, Chang-Ok;Park, Hyun-Woo;Joo, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.168-172
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    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the image acquiring in a high-speed CCD camera measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation.

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Depth Image Restoration Using Generative Adversarial Network (Generative Adversarial Network를 이용한 손실된 깊이 영상 복원)

  • Nah, John Junyeop;Sim, Chang Hun;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.614-621
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    • 2018
  • This paper proposes a method of restoring corrupted depth image captured by depth camera through unsupervised learning using generative adversarial network (GAN). The proposed method generates restored face depth images using 3D morphable model convolutional neural network (3DMM CNN) with large-scale CelebFaces Attribute (CelebA) and FaceWarehouse dataset for training deep convolutional generative adversarial network (DCGAN). The generator and discriminator equip with Wasserstein distance for loss function by utilizing minimax game. Then the DCGAN restore the loss of captured facial depth images by performing another learning procedure using trained generator and new loss function.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Development of 3D Car Navigation System Using Image-based Virtual Environment (실사기반 가상환경기술을 이용한 차량용 3차원 네비게이션 시스템 개발)

  • Kim Chang-Hyun;Lee Wan-Bok
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.35-44
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    • 2006
  • Objective of this study is to develop a 3D car navigation system that shows the driving direction to a destination through real-time 3-D panoramic views of the route. For the purpose, a new searching process was established to find the optimal driving direction based on the driver's current location and the real-time traffic situation and the TIP (tour into the picture) method was extended to implement a wide virtual environment. A virtual environment was built up by applying the extended TIP method to the panoramic images taken at a constant distance from a real road, and then, displayed 3-D navigation as clear as the real images. The car navigation system developed in this study provides the optimal driving direction and real-time traffic situation using 2-D navigation module and 3D navigation module.

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Spiral Drawing-based Real-time Crystallization Mosaic Tchnique (나선 드로잉 기반 실시간 결정화 모자이크 기법)

  • Kim, Jae Kyoung;Kim, Young Ho;Park, Jin Wan
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.137-144
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    • 2018
  • In the past, mosaics were made by laying cloth on the floor and manually tiling the tiles. However, due to recent developments in technology, the data storage method has evolved from analog to digital, so that image representation and conversion can be realized through computer. Also, various expression techniques of mosaic are developed, and it is also used as a method of art representation in digital. There are various studies on the production process of mosaic. The proposed method is a crystallization mosaic that spreads spirally in real time and uses 3D quartz as a tile element. Although existing researches are mostly focused on the purpose of rendering images in more detail, this technique combines untried spiral drawing and crystallization, and attempts to explore new expression techniques in 3D space by attempting a new mosaic method in 3D space. 'Spiral Crystallization Photo', based on this technique, was selected as Top27 in MWU Award 18 and exhibited at Unite Seoul 2018.

Multiple TIP Images Blending for Wide Virtual Environment (넓은 가상환경 구축을 위한 다수의 TIP (Tour into the Picture) 영상 합성)

  • Roh, Chang-Hyun;Lee, Wan-Bok;Ryu, Dae-Hyun;Kang, Jung-Jin
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.42 no.1
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    • pp.61-68
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    • 2005
  • Image-based rendering is an approach to generate realistic images in real-time without modeling explicit 3D geometry. Especially, owing to its simplicity, TIP(Tour Into the Picture) is preferred to constructing a 3D background scene. Because existing TIP methods have a limitation in that they lack geometrical information, we can not expect a accurate scene if the viewpoint is far from the origin of the TIP. In this paper, we propose the method of constructing a virtual environment of a wide area by blending multiple TIP images. Firstly, we construct multiple TIP models of the virtual environment. Then we interpolate foreground and background objects respectively, to generate a smooth navigation image. The method proposed here can be applied to various industry applications, such as computer game, 3D car navigation, and so on.

Scenario-based 3D Objects Synthesizing System Design

  • Nam, Ji-Seung;Gao, Hui;Kang, Mi-Young;Kim, Kyoung-Tae;Son, Seung-Chul;Pom, Chung-Ung;Heo, Kwon
    • Journal of Information Processing Systems
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    • v.2 no.1
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    • pp.18-22
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    • 2006
  • This paper proposes the framework of the scenario-based 3D image synthesizing system that allows common users who envision a scenario in their mind to realize it into the segments of cool animation. We focused on utilization of the existing motions to synthesize new motions for the objects. The framework is useful to build a 3D animation in game programming with a limited set of 3D objects. We also propose a practical algorithm to reuse and expand the objects. This algorithm is based on motion path modification rules. Both linear and nonlinear curve-fitting algorithms were applied to modify an animation by key frame interpolation and to make the motion appear realistic.